Pathfinder: Wrath of the Righteous All Spells Detailed Information Gameplay

Pathfinder: Wrath of the Righteous All Spells Detailed Information Gameplay 1 - steamsplay.com
Pathfinder: Wrath of the Righteous All Spells Detailed Information Gameplay 1 - steamsplay.com

This is a spell list/guide for Pathfinder: Wrath of the Righteous. The spells in the game can be overwhelming, and this guide is meant to break down the spells into an easy-to-search interface and explain what each spell does, how to use it, and give some (possibly unwanted) commentary from the author, me!
 
 

Introduction

This is a spell list/guide for Pathfinder: Wrath of the Righteous. The spells in the game can be overwhelming, and this guide is meant to break down the spells into an easy-to-search interface and explain what each spell does, how to use it, and give some (possibly unwanted) commentary from the author, me! I have never made a guide before, and have always wondered what sort of madman would take the time out of their day to do so. I thought a list of spells would be insanely helpful, and seeing as there aren’t any guides out there yet or a good comprehensive list, decided to make one. Big thanks to Haeravon, the Baldur’s Gate expert guide writer over at gamefaqs – [gamespot.com]  for inspiration. Hope that dude is still kicking around
 
 
Warning! this is very much a work in progress! I will be updating by spell levels when I find the time.When looking at commentary, keep in mind I am no expert at this game! I have just played several cRPGs in the past, and if you think you can give better advice on spells, please shoot me a message or leave a comment!
 
 
Let’s get to it then.
 
 
 

Cantrips

Your cantrips are your “level 0” spells which you can cast with complete impunity. No pesky spell slots to worry about! As a consequence, these are typically much weaker.
 
 
Acid Splash
 
Conjuration
 
Attack Type: Ranged touch
 
Rating: 5/5
 
Description:You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1-3 (1d3) points of acid damage. This acid disappears after 1 round.
 
Comments: Your bread and butter early and free(!) damaging spell. The ranged touch attack means that it will be easier to hit an enemy than with your caster’s crossbow, but the trade off is this is a low damage spell, and later on a lot of enemies are resistant to acid. Still worth keeping on auto-cast for the first few levels, and particularly good for a charcter with sneak attack die (Woljiff comes to mind). Also, ignores that ever pesky spell resistance! Not much more you can ask for from a cantrip.
 
 
Daze
 
Enchantment
 
Attack Type: Will negates, level 5+ negates
 
Duration: Instant
 
Rating: 2/5
 
Description:This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected.
 
Comments: Trading your caster’s turn for the enemies turn. Only enemies level 4 and below are affected. Can’t imagine a sitation where this is useful.
 
 
Jolt
 
Transmutation
 
Attack Type: Ranged touch
 
Duration: Instant
 
Rating: 4/5
 
Description:You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage.
 
Comments: Same as the Acid Splash cantrip, but electricity and Transmutation school flavored! DOES have to penetrate enemy SR though.
 
 
Light
 
Evocation
 
Attack Type: Utility
 
Duration: 10min/level
 
Rating: 5/5
 
Description:This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched.
 
Comments: You know what sucks? Not being able to see and carrying a torch instead of a weapon. I’m honestly not sure if the videogame has low-light penalties, but tabletop Pathfinder rules gives you a penalty to attack and to some skill checks. Plus I like to be able to see what I’m doing in game, and cantrips don’t have many options so… cast and forget.
 
 
Ray of Frost
 
Evocation
 
Attack Type: Ranged touch
 
Duration: Instant
 
Rating: 4/5
 
Description:A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.
 
Comments: Acid splash, but cold and Evocation flavored! DOES have to penetrate enemy SR though.
 
 
Resistance
 
Abjuration
 
Attack Type: Utility
 
Duration: 1 minute
 
Rating: 1/5
 
Description:You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
 
Comments: A +1 bonus on saves, COULD make or break an encounter, but probably not. There are also MUCH better ways to get bonuses to saving throws. Also, the caster has to be in touch range to grant the target a trivial bonus, which if it’s an AoE attack, puts the caster at risk as well. Honestly, I would just stick with Bless even if it does cost a spell slot.
 
 
Touch of Fatigue
 
Necromancy
 
Attack Type: Fortitude negates.
 
Duration: 1 round/level
 
Rating: 2/5
 
Description: You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell’s duration.
 
This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires
 
Comments: Fatigued status gives a -2 penalty to DEX and STR, which means less AC and less attack bonus. One less to be precise. Might find a niche somewhere in the early mid-game where your caster levels make the spell last a decent amount of time, but thanks to stat bloat the -1 penalty to AC and attack won’t amount to much. Still, it’s a cantrip so if you’re out of spell slots and your caster cannot hit with their crossbow, there are worse things to do.
 
 
Disrupt Undead
 
Necromancy
 
Attack Type: Ranged touch
 
Duration: Instant
 
Rating: 3/5
 
Description:You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
 
Comments: Not a lot of undead in this campaign. When you do meet them, you also must penetrate spell resistance for this to hit. More damage potential than Acid Splash, but undead come up pretty rarely. Otherwise decent.
 
 
Flare
 
Evocation
 
Attack Type: Fortitude negates
 
Duration: 1 minute
 
Rating: 1/5
 
Description:This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
 
Comments: Dazzled gives a -1 penalty on attack rolls, and that’s IF the spell bypasses SR and their fortidue save. Don’t bother.
 
 
Guidance
 
Divination
 
Attack Type: Utility
 
Duration: 1 minute (until used)
 
Rating: 0/5
 
Description:This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check.
 
Comments: lol lmao
 
 
Stabalize
 
Conjuration
 
Attack Type: Utility
 
Duration: instant
 
Rating: 2/5
 
Description:Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
 
Comments: Might be useful on higher difficulties to make sure an unconsious party member doesn’t get chunked, but chances are if that party member isn’t chunked when they go down, they won’t be unless hit by AoE spells in which case taking out the caster become priority to prevent your party from dying.
 
 
 

1st Level Spells

Burning Hands
 
Evocation
 
Attack Type: AoE, 15ft cone, Reflex half
 
Duration: Instant
 
Rating: 4/5
 
Description: Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).
 
Comments: The go-to spell for swarms. Decent AoE spell for a level 1 slot, just be careful not to burn your own party.
 
 
Hurricane Bow
 
Transmutation
 
Attack Type: Self-buff
 
Duration: 1 minute/level
 
Rating: 5/5
 
Description: Hurricane bow signifficantly increase the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a hurricane bow.
 
Comments: Good self buff for your Rangers. Not like they have a ton of spells to choose from, so slap this bad boy in their level 1 slots.
 
 
Grease
 
Conjuration
 
Attack Type: Disable, Reflex negates
 
Duration: 1 minute/level
 
Rating: 5/5
 
Description: A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast and every round after that must make a successful Reflex save or fall prone.
 
Comments: Your best early game disable. You can make or break fights with this. It’s from the Conjuration school so it ignores spell resistance. Make sure to adjust it to hit the enemies before they notice you, or cast it where they are going. Friendly creatures are affected too so fire range attacks into the enemies stuck in grease. Or cast it using “Selective” metamagic and just go to town. Keep this bad boy tucked away in your book.
 
 
Shield
 
Abjuration
 
Attack Type: Self-buff
 
Duration: 1 minute/level
 
Rating: 5/5
 
Description: Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
 
Comments: Casters are typically squishy. This gives free AC, potentially for a ridiculous amount of time (enduring spell mythic abilities). Nigh-mandatory self-buff if you’re worried your caster will be targeted by physical attacks (or magic missile).
 
 
Color Spray
 
Illusion
 
Attack Type: Disable, Hit Die dependent, Will negates
 
Duration: 1 to 8 rounds, depending on enemy level and RNG
 
Rating: 1/5
 
Description: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them prone. Each creature within the cone is affected according to its HD.
 
2 HD or less: The creature is blinded, stunned, and knocked prone for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked prone.)
 
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
 
5 or more HD: The creature is stunned for 1 round.Sightless creatures are not affected by color spray.
 
Comments: As you can see, this spell’s effectiveness tapers off very quickly. When you’re fighting level 4 and below creatures, you won’t have very many level 1 spell slots, and when you’re fighting level 5+ creatures, this spell becomes useless. Pick up Grease instead.
 
 
Hypnotism
 
Enchantment
 
Attack Type: AoE Disable, Hit Die dependent, Will negates
 
Duration: 2d4 rounds
 
Rating: 2/5
 
Description: Your gestures and droning incantation fascinate nearby living creatures, causing them to stop and stare blankly at you in a dazed condition. Roll 2d4 to see how many total HD of creatures you affect.
 
Comments: Same problems as Color Spray, but can affect up to level 8 creatures and only targets enemies. It DOES have the mind-affecting and Compulsion tag though, which a lot of enemies in this game are flat out immune to. Save your slots for something useful.
 
 
Sleep
 
Enchantment
 
Attack Type: Aoe Disable, Hit Die dependent, Will negates.
 
Duration: 1 minute/level
 
Rating: 3/5
 
Description: A sleep spell causes a magical slumber to come upon 4 HD of creatures, and those who are closest to the spell’s point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Wounding awakens an affected creature, but normal noise does not. Sleep does not target unconscious creatures, constructs, or undead creatures.
 
Comments: Good disable for the early game. While on paper it seems to suffer from the same problems as Hypnotism and Color Spray, this spell combos fantastically into Coup-de-Grace, more than likely insta-killing anything it does affect. Worth using slots for it at low level, but once you aren’t facing level 1-3 mooks anymore, swap it out for something better.
 
 
Shocking Grasp
 
Evocation
 
Attack Type: Melee touch attack
 
Duration: Instant
 
Rating: 3/5
 
Description: Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6)
 
Comments: A decent early spell, and possible midgame spell if you build around penetrating spell resistance and electric damage. Problem is, a lot of enemies have electric resistances, and you have to get in close to use this spell.
 
 
Corrosive Touch
 
Conjuration
 
Attack Type: Melee touch attack
 
Duration: Instant
 
Rating: 2/5
 
Description: Your successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4)
 
Comments: Less damage than Shocking Grasp, and a rare enchantment spell that doesn’t bypass spell resistance. Yuck!
 
 
Mage Armor
 
Conjuration
 
Attack Type: Buff, Utility
 
Duration: 1 hour/level
 
Rating: 6/5
 
Description: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
 
Comments: This is it boys, hands down the BEST level 1 buff. If you cast this on yourself, it is MANDATORY that you pick up the Archmage Armor mythic ability. +4 AC may not seem like much at it’s base level, but with the mythic ability you get an extra AC per mythic rank, up to +14 AC late game. Also, enduring spell can make this last all day, so you just need 1 level one slot for armor better than plate. Keep in mind that you do NOT get the Archmage Armor ability if you cast this on a companion though.
 
 
Snowball
 
Conjuration
 
Attack Type: Ranged touch attack, Fortitude negates stagger
 
Duration: 1 round on stagger
 
Rating: 4/5
 
Description: You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round
 
Comments: Very good level 1 damage spell. Not affected by SR and a scaling 1d6 isn’t bad for such a low level spell. Again though, a lot of enemies are resistant to lots of different energies, so make sure you inspect and use the appropriate element spell!
 
 
 

1st level Spells II

Touch of Gracelessness
 
Transmutation
 
Attack Type: Debuff, Fortitude half
 
Duration: 1 round/level
 
Rating: 1/5
 
Description:With a single touch, you reduce a creature to a fumbling clown.
 
The target takes a penalty to its Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). This penalty cannot drop the target’s Dexterity score below 1.
 
A successful Fortitude save halves the penalty to Dexterity
 
Comments: Could be good, but I’m not sold on this. A reduction in DEX is potentially a reduction in AC and attack bonus (depending on weapon type), but in this game, those number are typically bloated anyway, and not entirely dependent on DEX. Fantastic for PnP, not so much for the videogame adaption.
 
 
Ear-Piercing Scream
 
Evocation
 
Attack Type: Fortitude half
 
Duration: 1 round daze
 
Rating: 4/5
 
Description: You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
 
Comments: Not bad damage, and nice to have a low level damaging save or suck spell, rather than they myriad of touch attack spells we already have access to. Decent damage and good if your caster’s DC is high.
 
 
Magic Missile
 
Evocation
 
Attack Type: Auto-hit ranged
 
Duration: Instant
 
Rating: 5/5
 
Description: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
 
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.
 
For every two caster levels beyond 1st, you gain an additional missile – two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher
 
Comments: Great damaging spell all throughout the game. Only misses if target is 100% conceales or has the shield spell (or has good spell resistance, as far too enemies in this game do). Still, a classic and staple spell.
 
 
Stone Fist
 
Transmutation
 
Attack Type: Self-buff
 
Duration: 1 minute/level
 
Rating: 1/5
 
Description: This spell transforms your hand into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of bludgeoning damage (1d4 if you are Small).
 
Comments: Who has low BAB and is most likely squishy? The person casting this. Unless you’re fighting an enemy who’s immune/resistant to piercing attacks and magic, you’re better off just using your crossbow, or this slot for Magic Missile instead.
 
 
True Strike
 
Divination
 
Attack Type: Self-buff
 
Duration: 1 round
 
Rating: 1/5 or 5/5
 
Description:You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
 
Comments: 1 round sucks, but in some instances can be clutch. If you’re able to get this off as a character who has potential for high damage (like a multi-shot Ranger), this can be invaluable in overcoming bloated AC. If you’re using this to get a single shot off from your crossbow and a single sword strike in, you’re better off casting a spell.
 
 
Enlarge Person
 
Transmutation
 
Attack Type: Buff
 
Duration: 1 minute/level
 
Rating: 4/5
 
Description:This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. Melee and ranged weapons used by this creature deal more damage.
 
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.
 
Enlarge person dispels reduce person.
 
Comments: Great for increasing your physical based allies damage. Even better if the Melee isn’t DEX based and if the ranged is using a compound short/long bow. Also makes some good fetish fuel if used on the correct companion. Worth a slot.
 
 
Protection from Alignment
 
Abjuration
 
Attack Type: Buff
 
Duration: 1 minute/level
 
Rating: 2/5
 
Description: The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with the corresponding alignment,
 
Comments: Communal Protection from Alignment is much better. If you’re the kind of person who uses a tank, they probably have a deflection bonus already through equipment, which won’t stack. The +2 bonus to saves could be handy though, or if you’re tossing this out on a person without a deflection bonus already.
 
 
Stunning Barrier
 
Abjuration
 
Attack Type: Self-buff, Will negates stun
 
Duration: 1 round/level until hit
 
Rating: 3/5
 
Description: You are closely surrounded by barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round ( Will negates). Once the field has stunned an opponent, the spell is discharged.
 
Comments: Decent if you’re a caster who gets in the thick of things. The main feature of this spell is the stun though, and how often do you have a hybrid class that has a good AC/attack bonus AND a high DC? Sometimes, there just ain’t enough feats man. If you do fall into that niche though, a decent 1st level spell.
 
 
Vanish
 
Illusion
 
Attack Type: Buff, utility
 
Duration: 1 round/level
 
Rating: 3/5
 
Description:The touched creature becomes invisible for a short time.
 
If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area of effect includes a foe. Exactly who is a foe depends of the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth.
 
If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in the area.
 
Comments: Another niche spell. Good on your rogues or rangers for setting up sneak attacks or catching an enemy flat-footed. Could be used to great effect, but you have to ask: is it worth my spell slot?
 
 
Expeditious Retreat
 
Transmutation
 
Attack Type: Self-buff, utility
 
Duration: 1 minute/level
 
Rating: 3/5
 
Description: This spell increases your base speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim.
 
Comments: Faster movement that’s pretty cheap as a 1st level spell. Good for scouting out the map, or for just making a character run faster through areas to talk to vendors and quest NPCs. Not so useful outside of that.
 
 
 

1st Level Spells III

Ray of Enfeeblement
 
Necromancy
 
Attack Type: Fortitude half
 
Duration: 1 round/level
 
Rating: 2/5
 
Description:A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6 +5). The subject’s Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.
 
Comments: Admittedly I don’t have much experience with this one, but can see it being better than its counterpart, Touch of Gracelessness, as if you get the STR penalty low enough it could feasibly make an enemy overencumbered or even fatigued. Again though, with bloated stats I don’t think it will make much of a difference on attack or damage bonuses so I don’t see it being too useful.
 
 
Summon Monster I
 
Conjuration
 
Attack Type: Summon
 
Duration: 1 round/level
 
Rating: 3/5
 
Description: This spell summons an extraplanar dog. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.
 
Comments: The stats on the dog are nothing to write home about, but could be decent for pet-cheese strats. Expendable meat on the battlefield is a distracted enemy and HP you don’t have to heal.
 
 
Cause Fear
 
Necromancy
 
Attack Type: Hit dice, Will mostly negates
 
Duration: 1 round
 
Rating: 1/5
 
Description: The affected creature becomes frightened. If the subject succeeds at a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune t this effect. Cause fear dispels remove fear.
 
Comments: Most of the enemies you’re going to be fighting will be immune to this. The enemies that you DO want to make run away, will be immune to this. Even if they have less than 6 Hit Dice, there are much better spells to use.
 
 
Flare Burst
 
Evocation
 
Attack Type: AoE disable, Fortitude negates
 
Duration: 1 minute
 
Rating: 1/5
 
Description: This spell functions as flare, except it affects all creatures in a 10-foot-radius burst from the target point.
 
Comments: Like Flare but “””better”””. Avoid.
 
 
Ray of Sickening
 
Necromancy
 
Attack Type: Debuff, Fortitude negates
 
Duration: 1 minute/level
 
Rating: 4/5
 
Description: The subject is immediately sickened for the spell’s duration. a successful Fortitude save negates the effect.
 
Comments: Sickened has some decent debuffs, mostly the one that lowers saves by 2. Go ahead and try casting this along with Evil Eye before pulling out the whopper spell.
 
 
Reduce Person
 
Transmutation
 
Attack Type: Buff
 
Duration: 1 minute/level
 
Rating: 3/5
 
Description: This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
 
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.
 
Reduce person dispels Enlarge Person.
 
Comments: Changes your 6’0″ frontliner into a 5’11” manlet. Decent if you need to up a characters AC, but it will come with a tradeoff of damage.
 
 

Written by Broseph

 
 
Hope you enjoy the post for Pathfinder: Wrath of the Righteous All Spells Detailed Information Gameplay, If you think we should update the post or something is wrong please let us know via comment and we will fix it how fast as possible! Thank you and have a great day!
 


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